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puxapuak

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Everything posted by puxapuak

  1. TFC Dock

    Yeah I always figured that so I never brought it up before. Kitty, do you know if it is fixed in the vanilla version that the next TFC is being ported to?
  2. TFC Dock

    Do boats actually work for you? Mine never last for more than a couple of minutes, consistently exploading in the middle of open stretches of water for no apparent reason.
  3. World stopped generating

    So I was flying around in creative having a look at the landforms of a new seed when this happened... At -7535z the whole world simply stopped generating. Anyone ever seen something like that before?
  4. I was generating a few test worlds this morning using 78.6 and ran into some things that might be bugs, might not. Thought I'd put them out there to see what others have experienced. 1. Name: Ocean Spawning Description: It's once again possible to spawn underwater and in the middle of oceans. Comments: In 4 out of 7 worlds I've generated so far today I spawned underwater. Two were near shorelines but two were in the middle of nowhere deep in the ocean where I barely made it to the surface before dying. I believe this was a bug in the old world gen that was fixed a long time ago, but it appears to have been reintroduced with this new world gen. It's surely coincidence that I happened to get a bunch in a cluster, but it shouldn't really happen regardless. 2. Name: Surface ores not spawning Description: Surface ore-rocks are now extremely rare even around near-surface ore veins. Comments: Again this might be coincidence, but in those worlds I generated today that were not water-locked, running around for one full day on each world (except the waterworlds) I only found 6 poppable small ores. That's six ores total from ALL the worlds combined; 4 tetrahedrite on one of the worlds, and another world had 2 sphalerites. It used to be you'd run around on any world you generate and you'd find rocks that pop ores pretty quickly... not the case any more? I should add that I did find near-surface veins on some of these worlds visible in the sides of hills and such, but nearby surface rocks were just rocks, no ore. What are others' experience with newly generated worlds? I'll be testing a few more after I get back from work, and it may be that I just got a few really unlucky spawns today, but thought it worth asking around to see if this was an inadvertently introduced problem.
  5. Spinning Critters

    I've seen this too and they move very very fast in circles. I think this may actually be a source of lag for some people on slower machines. I have a pretty fast rig and suffered a 12fps drop with two deer running in circles in nearby chunks. Not a big deal since I get over 100fps normally, but on a slower machine that could translate into stuttering very easily.
  6. [Solved] Crash on building terrain

    Memory: 88896 bytes (0 MB) / 518979584 bytes (494 MB) up to 518979584 bytes (494 MB) JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M This isn't anywhere near enough memory to run TFC. You need to launch MC with more memory. At least a GB is usually ok but if your system has more ram, use 3/4 of it. Use the tags: -Xms3G -Xmx4G (where the number is how many GB) in your JVM arguments in your TFC profile of the MC launcher.
  7. So after I got home from work I generated a bunch more worlds and flew around in them in creative. I am quite sure that nuggets are not spawning like they should. The largest concentration of surface nuggets I've found in a cluster is 4. In about twenty worlds now I've only seen two copper nuggets and about five tetrahedrite. Something definitely appears to have happened in the change from stone cube blocks to poppable rock and ore items.
  8. Name: Incorrect pond and surface cave generation Suggested Category: Minor Description: Sometimes the new surface caves and crevasses spawn underneath ponds causing broken-looking areas. In extreme cases entire ponds can be floating in mid air. Example:
  9. Just as the title says, on 78.3. Configs are fresh. Here's the report: Description: Exception in server tick loopjava.lang.NullPointerExceptionat TFC.WorldGen.Generators.WorldGenGrowCrops.generate(WorldGenGrowCrops.java:49)at TFC.WorldGen.BiomeDecoratorTFC.func_76794_a(BiomeDecoratorTFC.java:105)at TFC.WorldGen.BiomeDecoratorTFC.func_76796_a(BiomeDecoratorTFC.java:235)at TFC.WorldGen.TFCBiome.func_76728_a(TFCBiome.java:190)at TFC.WorldGen.TFCChunkProviderGenerate.func_73153_a(TFCChunkProviderGenerate.java:211)at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:258)at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1253)at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:153)at net.minecraft.server.management.PlayerInstance.(PlayerInstance.java:51)at net.minecraft.server.management.PlayerManager.getOrCreateChunkWatcher(PlayerManager.java:193)at net.minecraft.server.management.PlayerManager.func_72690_a(PlayerManager.java:183)at net.minecraft.server.management.PlayerManager.func_72683_a(PlayerManager.java:233)at net.minecraft.server.management.ServerConfigurationManager.func_72375_a(ServerConfigurationManager.java:220)at net.minecraft.server.management.ServerConfigurationManager.func_72377_c(ServerConfigurationManager.java:268)at net.minecraft.server.management.ServerConfigurationManager.func_72355_a(ServerConfigurationManager.java:136)at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:97)at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691)at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
  10. Update Frequency Poll

    It depends on the size of the update. A big update like what you're doing for b78 is fine taking 3-4 months or whatever, but bug fixes, well it's nice to have those fixed before major updates are focused on. Sooner the better for the game-crashing ones. Personally I don't care about save-breaking updates much at all... there's much fun in exploring new worlds.
  11. is terrafirmacraft growing as a mod?

    I do understand this, I was just explaining that without that, I don't see how the aforementioned issues will cease. As for people reading through the rules and previously-submitted stuff.... well, it's probably hard to say how many people actually do that before throwing their idea down.
  12. is terrafirmacraft growing as a mod?

    That's kind of what I meant though, when good ideas that you like and want to implement some day show up, there is no particular repository for people to look and see that the idea has been conceived of and is potentially on the way. So they *disappear* in that sense into the road-map, because nobody really knows except you. Then if someone else comes along and thinks up the same thing, they post it again and it's rinse-and-repeat. People don't know that their idea was accepted (or not sometimes too), nor does anyone else have somewhere to see that an idea they just had might already be on the way.
  13. is terrafirmacraft growing as a mod?

    Kitty, I wonder then if it might be better to actually lock the suggestions forum for a while, or at least until the next update is released. Could put a short message in the forum description explaining why and leave it at that. Certainly people have raised issues about these problems in the suggestion forum before... might be good to just let everyone chill while we all wait to see what all makes it in. And besides, I think enough suggestions have come out over the years that devs have pretty much already heard everything they might ever do with the mod anyway, so that alone sort of renders moot the purpose of giving a place for suggestions. At the heart of this though is the fact that there is no development road-map. I understand why there is no road-map, but if people don't see where the development is heading and especially where it's at, then they will forever keep throwing out the same suggestions just as we've seen. For that reason too, then, there isn't really much of a purpose for the suggestion forum. Bad ideas will only be killed painfully dashing the enthusiasm of newer members, and good ideas will just sort of disappear into the ether of a nonexistent road-map anyway.
  14. How much ram? Sounds like your computer is just getting overwhelmed. You may need to record to a faster drive too if you're using an old HDD instead of SSD.
  15. Scythe work

    --- There are too many things wrong with this statement to get deeply into, but I'll break it down to the bolded section. This is just completely false. Criticism is neither negative nor positive. Tone indicates motivation which is the source of any negativity or positivity. If your goal is to help improve something through constructive criticism, then choose a tone that matches. If your goal is to tell people they are wrong and you are right, that's negative. You chose the latter in your op. So here's the thing... you're on the dev's turf. If you can't be civil in your manner and humble in your suggestion, nobody will give you the time of day.
  16. Scythe work

    --- Tone matters. It is your opinion on that that is not relevant.
  17. Scythe work

    All good suggestions but... tone probably could have used work. Don't hold your breath.
  18. Trapping revisited (Trapping++)

    -- Thanks, me too. And yeah I thought about spoilage as I was writing it, it would be better if that was implemented for sure.
  19. Trapping revisited (Trapping++)

    tl;dr version: Ideas for trapping have been over-complicated in the past.No new entities are required for game - small game appear in the world simply in their item form.Traps may break or fail and can be environmentally-dependent (requiring nearby trees, for example).Traps may contain live or dead prey. They might get ransacked - only bones remain.Traps can improve in quality and efficiency as materials become available through technological advancement. Reed snares for small prey, copper cages for mid-sized game, and steel and stronger metals can be made into jaw traps that can catch and/or kill entities (even you!). Some can be re-used, others not. The full idea with some examples: I've been thinking quite a bit about early and mid-game mechanics since srgnoodles' farewell post, and the problem of food availability and wildlife. The possibility for trapping has been raised a small handful of times before, but it has always involved setting a trap that would take the form of a block/tile with a mechanism that would fire whenever an entity steps in the block. There is a major downside to this version of trapping though: it requires those interesting tasty/useful animals to already exist in the world as entities. That's not necessary though. Why not have traps that function kind of like sluicing? Most traps are for small game anyways - those critters don't have to be rendered into the world to be a part of the game, they can show up in your traps as items. 'Dead squirrel', 'Panicked rabbit', 'Rotting pheasant', 'Small bones', 'Zombie foot'. This makes the mechanic very easy to introduce - a few new items and a couple of new blocks or tiles - often with very simple graphics. Advancement and Durability There are lots of different kinds of traps, and their construction materials vary greatly. There are different types of traps that can be made at each level of technology, and their efficiency and durability is dependent on such materials as well. In the stone age you can easily piece together a trip-snare with some twisted reeds, a stick, some straw. Clay can be made into the slippery walls of a simple pit trap. A bow and arrow can be made into a shoot-trap. Metals can be used for cages and jaw traps, but weak squishy metals might only last a single use. You can even make a fire-trap and roast your food using some gun powder and sticks in a shallow pit. Some types of traps like cages and jaw-traps can be re-used, so you can simply empty them out, reset the trap (perhaps with more bait), and walk away with your next meal. Other traps like reed-snares or pit-traps break in order to fire, so the block disappears once you remove the contents - perhaps leaving a component item or two on the ground - and you have to make a new one. If desired, later revisions can pretty easily implement a skill system so that you can improve your trap-making craft. Placement and Time Traps need to be in an appropriate environment. A small reed trip-snare won't catch anything at all without a forest nearby, and a big iron cage might not do as well in a forest as out on the open plains. Jaw traps are best with a water source nearby. Some traps are a lot less visible than others. You can't even see a properly set snare, so you had better mark it with a rock lest you step on it and break it.You're walking through the forest when you hear a small *snap*at your feet. Looking down you see the remnants of that snare you set last week - some woven reeds and a broken stick. Placing a trap isn't a guarantee of catching something either. It might take days or weeks, but you have to check (right-click) your traps frequently, because: they can miss -a squirrel set off your snare, but the wily critter leapt out just in time and escapedthey can break- that lumbering bear in the neighbourhood smashed your flimsy copper cage and ran off with your bait-fishthey can fail to produce -a squirrel was caught this morning, but something came along and took advantage of a free lunchthey can under-produce - you caught a pheasant a few days ago, but there's nothing left but a rotten husk and a few feathersthey can deplete a resource -you go to check your on your prized steel small-game cage only to discover that someone went and built a bunch of snares in your area and killed all the rabbit Final thoughts I really like this idea and I think it has a lot to offer. It makes more variety of food available without requiring a lot of programming / design overhead.It gives you another reason to advance - trapping can become a very efficient means to find the meat portion of your meals at higher levels, and even a decent copper cage trap can gather you a lot of hide for cloth and leather.Opens up the possibility for a useful new craft-based skill.Adds more variety of use to many materials already implemented in TFC at every technological stage.Relieves design stress on the already-burdened animal husbandry system, in particular adding new sources of leather and fur.Could be made as a core component of TFC or as a child-mod. Thanks for taking the time to read and as with all the ideas I've posted, I'd love to hear your thoughts. I'll add that I could be enticed to write the code for this if requested by certain important peoplez.
  20. [77.21] CallableLvl1 Crash

    I suspected that this might be the case... it is weird that it only ever happens around sequoia though. But just to clarify, yeah it isn't forge version. Possibly forge issue at the root of it, mind you. Perhaps will fix itself in coming code revisions.
  21. Dreams and Farewells

    -- Yeah I'm not really *playing* per se either at this point... but I do load and test a lot of worlds because I like to help out in some small way with bug-finding and play testing and I am also slowly making a 128x texture pack for it (which I will be doing a video for soon to show the progress).
  22. Dreams and Farewells

    -- I don't know if you will end up reading this, but I guess for the audience that reads this if not yourself ::I think I know what you mean. And even if I don't, I still agree with and understand your sentiment. For a while now... not just with B77 changes but somewhat prior as well, I have also found myself in a state of wanting to like this mod more than I actually do like the experience of playing it. For myself, I thought a survival mod would lean more towards duking it out with the elements and finding the tough road to success and advancement. Instead, we have a more complex and interesting advancement but with no sense of balance nor motivation. On every world now, either you have everything you need or you are missing key components and will find yourself forever stuck at some stage or other. And the advancement? - it offers no real reward anyway, almost at any stage. There is no reason to advance... because there is no greater challenge to tackle next, and advancement merely removes a few minor inconveniences. You get to the first level of metallic technology and that's all you ever really need, having right then the means to make every fancy building or interesting statue you could ever want. There are no greater monsters nor complex challenges nor new lands that await you that you don't encounter on your very earliest nights in a new world. I guess what I'm ultimately saying is that of all the awesome ideas that were discussed in the forums over the past year to make this a challenging and adventurous survival mod, the only changes at all that have happened were some small tweaks to the way you do things, not what you can do with things. The challenge and adventure have both been... more or less removed entirely. And that... at least for me, is quite a big disappointment.All that said, this is still my favourite mod and the only way I will play minecraft, and I have nothing but respect for the entire development team. But I really hope the spirit of the mod (or what I thought was the spirit - survivalism) makes its way back into the mod. However in the mean time... I know I have not said a lot these past months, but I will definitely miss our exchanges, dear Sugar Noodles. I bid you adieu.
  23. 77.19 near-constant crash

    I can't seem to play for longer than 30 seconds or so before encountering this error: Description: Exception ticking worldjava.lang.NoClassDefFoundError: net/minecraft/world/CallableLvl1at net.minecraft.world.World.func_72821_m(World.java:860)at net.minecraft.world.World.func_72898_h(World.java:787)at net.minecraft.world.World.func_72851_f(World.java:739)at net.minecraft.world.World.func_72832_d(World.java:571)at net.minecraft.world.World.func_94575_c(World.java:719)at TFC.Blocks.BlockLogNatural.func_71847_b(BlockLogNatural.java:43)at net.minecraft.world.WorldServer.func_72893_g(WorldServer.java:438)at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:197)at WorldServerOF.func_72835_b(WorldServerOF.java:119)at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:655)at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)-- Head --Stacktrace:at net.minecraft.world.World.func_72821_m(World.java:860)at net.minecraft.world.World.func_72898_h(World.java:787)at net.minecraft.world.World.func_72851_f(World.java:739)at net.minecraft.world.World.func_72832_d(World.java:571)at net.minecraft.world.World.func_94575_c(World.java:719)at TFC.Blocks.BlockLogNatural.func_71847_b(BlockLogNatural.java:43)at net.minecraft.world.WorldServer.func_72893_g(WorldServer.java:438)at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:197)at WorldServerOF.func_72835_b(WorldServerOF.java:119)
  24. 77.19 near-constant crash

    Took about a half hour but I managed to reproduce it again. During the testing I discovered that... it does not happen while in creative mode, only survival or hardcore (nope... just happened in creative)it seems to only happen around sequoia - denser sequoia forests are more likely to have it occurnothing needs to actually occur - just walking will trip the errorit *seems* to happen at about the same spots, but this might be coincidental, and again the denser the forest the more spots there *seems* to berecreating the world doesn't change it from happening, it still occurs at pretty much the same spotsthe crash doesn't always get recognised by the launcher, MC just closes abruptly (though of course the crash log is still written)Here is the crash report ---- Minecraft Crash Report ----// I bet Cylons wouldn't have this problem.Time: 11/10/13 7:20 PMDescription: Exception ticking worldjava.lang.NoClassDefFoundError: net/minecraft/world/CallableLvl1at net.minecraft.world.World.func_72821_m(World.java:862)at net.minecraft.world.World.func_72898_h(World.java:790)at net.minecraft.world.World.func_72851_f(World.java:741)at net.minecraft.world.World.func_72832_d(World.java:573)at net.minecraft.world.World.func_94575_c(World.java:721)at TFC.Blocks.BlockLogNatural.func_71847_b(BlockLogNatural.java:43)at net.minecraft.world.WorldServer.func_72893_g(WorldServer.java:442)at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:201)at WorldServerOF.func_72835_b(WorldServerOF.java:119)at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:655)at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)A detailed walkthrough of the error, its code path and all known details is as follows:----------------------------------------------------------------------------------------- Head --Stacktrace:at net.minecraft.world.World.func_72821_m(World.java:862)at net.minecraft.world.World.func_72898_h(World.java:790)at net.minecraft.world.World.func_72851_f(World.java:741)at net.minecraft.world.World.func_72832_d(World.java:573)at net.minecraft.world.World.func_94575_c(World.java:721)at TFC.Blocks.BlockLogNatural.func_71847_b(BlockLogNatural.java:43)at net.minecraft.world.WorldServer.func_72893_g(WorldServer.java:442)at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:201)at WorldServerOF.func_72835_b(WorldServerOF.java:119)-- Affected level --Details:Level name: Copy of Forest TestAll players: 1 total; [EntityPlayerMP['Puxapuak'/549142, l='Copy of Forest Test', x=-167.17, y=158.00, z=-7725.11]]Chunk stats: ServerChunkCache: 2601 Drop: 0Level seed: -4217261366587757656Level generator: ID 00 - DEFAULT, ver 1. Features enabled: trueLevel generator options:Level spawn location: World: (252,145,176), Chunk: (at 12,9,0 in 15,11; contains blocks 240,0,176 to 255,255,191), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)Level time: 2815 game time, 2815 day timeLevel dimension: 0Level storage version: 0x04ABD - AnvilLevel weather: Rain time: 160972 (now: false), thunder time: 148817 (now: false)Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: falseStacktrace:at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:655)at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:585)at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:175)at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)-- System Details --Details:Minecraft Version: 1.6.2Operating System: Windows 7 (amd64) version 6.1Java Version: 1.7.0_13, Oracle CorporationJava VM Version: Java HotSpot 64-Bit Server VM (mixed mode), Oracle CorporationMemory: 1652780680 bytes (1576 MB) / 3186360320 bytes (3038 MB) up to 4260102144 bytes (4062 MB)JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms3G -Xmx4G -XincgcAABB Pool Size: 4201 (235256 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) usedSuspicious classes: FML and Forge are installedIntCache: cache: 0, tcache: 28, allocated: 1, tallocated: 33FML: MCP v8.04 FML v6.2.62.871 Minecraft Forge 9.10.1.871 Optifine OptiFine_1.6.2_HD_C4 4 mods loaded, 4 mods activemcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->AvailableFML{6.2.62.871} [Forge Mod Loader] (minecraftforge-9.10.1.871.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->AvailableForge{9.10.1.871} [Minecraft Forge] (minecraftforge-9.10.1.871.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Availableterrafirmacraft{0.77.20} [TerraFirmaCraft] (TFC-0.77.20.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->AvailableProfiler Position: N/A (disabled)Vec3 Pool Size: 1062 (59472 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) usedPlayer Count: 1 / 8; [EntityPlayerMP['Puxapuak'/549142, l='Copy of Forest Test', x=-167.17, y=158.00, z=-7725.11]]Type: Integrated Server (map_client.txt)Is Modded: Definitely; Client brand changed to 'fml,forge'